Gameplay Documentation


Stats

Each character, player controlled or enemy, possesses the following statistics:

  • Health Points (HP): Characters whose HP reaches 0, are considered dead and are unable to continue battling. When the HP of a character in the player's party reaches 0, they take control of another character. If the HP of everyone in the player's party reaches 0, the player loses the fight. 
  • Attack (Atk): One of the two main offensive statistics. Unless stated otherwise by an effect, a character's attacks are calculated using their Atk. Typically used to deal Physical Damage.
  • Magic (Mag): One of the two main offensive statistics. Unless stated otherwise by an effect, a character's spells are calculate using their Mag. Typically used to deal Magic Damage.
  • Speed (Spd): A stat that determines a character's base Atk Spd and base Movement Spd.
  • Defense (Def): One of the two main defensive statistics. Mitigates the amount of Physical Damage taken by a character. 
  • Resistance (Res): One of the two main defensive statistics. Mitigates the amount of Magic Damage taken by a character.
  • Skill (Skl): A stat that determines a character's base Crit Rate and Crit Dmg.
  • Luck (Lck): A stat that is applied as a modifier to a character's effects that rely on chance such as a skill that has a 40% chance to inflict a DOT. Also used to determine a character's base Crit Rate and used as a negative modifier for a foe's Crit Rate.
  • Attack Speed (Atk Spd): The rate at which a character performs attacks.
  • Crit Rate: The chance that a character has to perform a Critical Hit. Attacks, skills and spells, unless stated otherwise, can critically strike.
  • Crit Dmg: The damage modifier applied to Critical Hits.
  • Armor Penetration (%): A stat that determines what percentage of a foe's Def their Physical Damage will ignore during calculations. 
  • Magic Penetration (%): A stat that determines what percentage of a foe's Res their Magic Damage will ignore during calculations.
  • Armor Penetration (Flat); A stat that determines how much of a foe's Def their Physical Damage will ignore during calculations.
  • Magic Penetration (Flat): A stat that determines how much of a foe's Res their Magic Damage will ignore during calculations.
  • Healing Effectiveness: A modifier applied to the amount of Healing received and given. Not applied if the skill, spell or effect that applied the Healing stated otherwise.
  • Shielding Effectiveness: A modifier applied to the amount of Shielding received and given. Not applied if the skill, spell or effect that applied the Shielding stated otherwise.
  • Movement Speed (Movement Spd): How quickly a character moves around. Calculated as a modifier. 
  • Spell Vamp: The percentage of damage dealt that is healed by a character. Unless stated otherwise, all skills, spells and attacks apply Spell Vamp.
  • Healing Siphon: The percentage of Healing given that is healed by the healer. Not applied to Healing over time.
  • Buff Effectiveness: A modifier applied to the value of buffs casted by a character.
  • Curse Effectiveness: A modifier applied to the value of curses, debuffs, casted by a character.
  • Spell CDR: 
  • Skill CDR:
  • Elemental Affinity: A modifier applied to Elemental Damage dealt. Each character has a different affinity value for each element.
  • Elemental Resistance: A modifier applied to Elemental Damage received. Each character has a different resistance value for each element.

All stats stack additively. Certain skills or effects may refer to "Base Stat" instead of just "Stat". A base stat refers to a stat's value prior to any bonuses (including equipment and skill bonuses), buffs or curses. Additionally, when a character obtains 100 exp points, they level up and gain stats based on their Growth Rates and Stat Growths. Growth Rates serve as the chance that a stat has to be increased when leveling up while Stat Growths serve as the amount that the stat is increased by.


Damage Types and Calculations

There are three main Damage Types:

  • Physical Damage: Damage mitigated by a target's Def. Typically, attacks deal Physical Damage. Susceptible to Damage Reduction.
  • Magic Damage: Damage mitigated by a target's Res. Typically, spells deal Magic Damage. Susceptible to Damage Reduction.
  • True Damage: Damage that is not mitigated by any statistic. Typically, not susceptible to Damage Reduction.

Secondary Damage Types:

  • Basic Attack: Damage dealt by a character's attacks or skills/spells that count as basic attacks.
  • Skill: Damage dealt by a character's skills.
  • Spell: Damage dealt by a character's spells.
  • On-Hit: Damage applied by a character's attacks, skills or spells that apply On-Hit Effects.
  • DOT: Damage over time effects such as Status Conditions. DOT damage can be further divided into different Damage Types:
    • Status Condition: Damage dealt by Status Conditions.
    • Skill Effect: Damage dealt by DOT effects applied by certain skills. These effects do not count as Status Conditions and are therefore not affected by effects that boost or reduce the damage dealt by Status Conditions.
    • Aura: Damage dealt by DOT effects applied by certain skills. These effects do not count as Status Conditions and are therefore not affected by effects that boost or reduce the damage dealt by Status Conditions. Aura effects are typically dealt to targets within a certain radius of a character.
    • Curse: Damage dealt by DOT effects applied by certain skills. These effects do not count as Status Conditions and are therefore not affected by effects that boost or reduce the damage dealt by Status Conditions. Exclusive to the character Hadej.
  • Charged Shot: Damage dealt by a character's Charged Shot. Exclusive to the Archer class and certain guns.

Elements

Certain effects may also deal Elemental Damage, which can be dealt as any of the three main Damage Types. There are six elements:

  • Fire
  • Electric
  • Ice
  • Wind
  • Light
  • Dark

Elemental Damage is further boosted by a character's Elemental Affinity and if this damage is not True Damage, it is reduced by a target's Elemental Affinity.

Damage Formula

Physical Damage Mitigation = 100/(100 + Def)

Magic Damage Mitigation = 100/(100 + Res)

Damage Reduction

 Multiplier applied to damage taken. DOT effects are not affected by damage reduction unless the effect specifically states that it reduces damage from DOT effects. True Damage is not affected by damage reduction unless the effect specifically states that it reduces True Damage. There is another type of Damage Reduction known as Flat Damage Reduction. Regular Damage Reduction stacks multiplicatively with other sources of Damage Reduction while Flat Damage Reduction stacks additively with other sources of Flat Damage Reduction and instead of serving as a multiplier to damage taken, it is directly subtracted to the damage taken.

Damage Redirection

Damage that is redirected to another character instead of being dealt to the target. 

Damage Redistribution

Damage that is redirected and redistributed evenly among certain characters.

Effective Damage

Certain weapons, skills, spells or other effects allow characters to deal effective damage against their targets. Effective damage is boosted by 50%.


On-Hit Effects

Bonus damage dealt by certain attacks, skills or spells. Marks, stacks and effects that are applied to a target or the attacker when their attacks, skills or spells connect are classified as a different type of On-Hit effects known as On-Attack effects. On-Attack effects do not deal damage as they simply apply other types of effects and may apply an on-hit effect. On-Hit effects can deal any of the three main types of damage and can even deal Elemental Damage. Unless stated otherwise, On-Hit effects cannot critically strike, apply Spell Vamp, and are affected by Damage Reduction (unless they deal True Damage). Effects that boost damage dealt or taken do not affect On-Hit effects.


Status Conditions

A character may only be inflicted with one instance of the same status condition unless a skill allows such status condition to be stacked. There are 8 Status Conditions, 6 of which are related to a respective element. Each Status Condition deals True Damage and they are not considered Elemental Damage.

  • [Fire] Burn: Deals 8% of foe's Max Hp over its duration. Every few seconds deals a burst of Magic Damage based on 6.5f% of foe's missing Hp. Reduces target's Healing Effectiveness. Total damage dealt is boosted based on foe's missing Healing Effectiveness total. Converts 10% of the damage taken into True Damage.
  • [Electric] Paralysis: Reduces Movement Spd and Attack Spd totals by 25%. Deals 6% of foe's Max Hp over its duration. Target has a random chance to be inflicted with Stun whenever they try to attack, use a skill or use a spell. This chance increases based on their missing Hp.
  • [Ice] Freeze: Stuns target and boosts their damage taken. When the stun's duration is over, deals a burst of True Damage equal to 5% of foe's Max Hp.
  • [Wind] Imprint:  Deals a percentage of the damage dealt by the attack, skill or spell that inflicted this status condition on the target and stores a percentage of the damage dealt to the target (including DOT). Once this duration is over, the target is dealt Magic Damage equal to 100% of the stored damage.
  • [Light]  Lightflare: Deals 10% of foe's current Hp over its duration. Every time this status condition deals damage, the character that inflicted this status condition on the target is healed for 25% of the damage dealt.
  • [Dark] Poison: Deals 15% of foe's Max Hp over its duration. Lasts longer than any of the other status conditions and as such, each tick of damage deals less damage.

There are two extra Status Conditions that do not correspond to an element and instead correspond to a damage type. Apart from counting as a status condition they also count as another of the six secondary damage types.

  • [Physical] Bleed: Deals 5% of foe's Max Hp over its duration. Every time this status condition deals damage it is increased by a percentage based on foe's missing Hp. Damage dealt by this Status Condition also counts as Skill Damage.
  • [Magic] Mindbreak: Deals 5% of foe's Max Hp over its duration. Damage dealt by this status condition is increased based on foe's Res and unit's Magic Penetration. Damage dealt by this Status Condition also counts as Spell Damage.


Skills

Each character is equipped with a minimum of four unique skills. Each of which can be leveled up to a maximum rank of five.

  • Personal Skill: A passive skill that acts as the character's main skill. Typically determines the character's gameplay role and affects the rest of their skillset.
  • Skill 1: One of the three main active skills possessed by a character. This skill may possess an additional passive skill.
  • Skill 2: One of the three main active skills possessed by a character. This skill may possess an additional passive skill.
  • Ultimate Skill: The third of the main active skills possessed by a character. This skill is typically the strongest of the three and as such has a longer cooldown than the rest. This skill may possess an additional passive skill.

Certain weapons may also possess an active skill that can be used as long as the character is equipped with a weapon but can also be learned by continuously using this weapon. All characters can also equip class skills which are unlocked as they level up in a certain class. These skills are usually passives. Each character may equip a total of five class skills some of which cannot be removed or changed. All active skills have a cooldown which is reduced based on a character's Skill CDR.

Skills can be categorized in the following types or as a mix of them:

  • Damage: Skills that deal damage to their target.
  • Dash: Skills that move a character a certain distance.
  • Healing: Skills that heal a target.
  • Shielding: Skills that shield a target.
  • Buffing: Skills that buff a target.
  • Cursing: Skills that curse a target.

Spells

Spells are abilities similar to active skills but almost always deal Magic Damage and scale off a character's Mag. Spells can be offensive or supportive. Each character can learn spells and they are determined based on the character. All spells deal Elemental Damage. Spells can be leveled up to a maximum rank of three. Magic weapons such as Tomes and Staves teach Spells instead of Skills. Continuously using this weapon will allow its user to permanently learn the spell. Spells tend to have a lower cooldown than skills but have an HP cost.

  • Rank 1 Spells: When a character equips a magic weapon, they are able to use the corresponding weapon's spell as long as they are equipped with the weapon. Spells learned by leveling up also count as Rank 1.
  • Rank 2 Spells: If a character equips a magic weapon and they have permanently learned the weapon's spell, it will be considered Rank 2 as long as they're equipped with the weapon. If the weapon's spell is the same as a spell that the character has already learned by leveling up, it will also be considered as Rank 2.
  • Rank 3 Spells: If a character has learned the same spell through a weapon and leveling and they are currently equipped with the weapon that taught this spell, it will be considered as Rank 3.

Permanently learned weapon spells and regular spells can all be swapped with other spells. A maximum of five spells may be equipped at a time. Spells are categorized as one of the following types:

  • Vein Magic: Also known as regular magic or elemental magic. Exclusively offensive magic that corresponds to one of the six elements excluding Light and Dark.
  • Light Magic: Typically supportive magic that corresponds to the Light element. Can only be learned by healing classes. Does not have an HP cost but has longer cooldowns.
  • Dark Magic: Typically offensive or disruptive magic that corresponds to the Dark element. Can only be learned by Dark Mages.
  • Seiðr Magic: Extremely powerful magic. Apart from having an HP cost, also permanently reduces the user's Max HP.


Shields

There are three main types of shields:

  • Regular: Block or reduce damage taken for a certain period of time or until their health is depleted, at which point they are destroyed.
  • Burst: Block or reduce damage taken a certain number of times. Typically, burst shields have very high amounts of damage reduction but break after one use.
  • Permanent: Block or reduce damage until they are destroyed. These shields do not expire and will remain until their health is depleted.

The health that each of these shields block can be further increased based on a character's Shielding Effectiveness.


Equipment

A character may equip 6 different pieces of equipment, one of which must be a weapon. Each equipment is unique and there can only be one copy of it at a time. Each piece of equipment, including weapons, has an equip cost. Characters have an equip limit cost based on their current class and level. The sum of all equipped items' equip cost may not exceed a character's equip limit. 

Weapons

There are 7 weapon types, some of which can be further subdivided into other weapon types typically reserved for specific characters or bosses:

  • Sword: Swung around by their users in order to slash their enemies. Most commonly used weapon by characters, also the most balanced.
    • Katana: An offshoot of the regular sword, exclusive to Ieyasu.
  • Lance: Swung around by their users in order to stab their enemies. Longer range than the swords but typically provide less offensive stats.
  • Axe: Swung around by their users in order to slash their enemies. Strongest of the three melee weapons with range equal to the sword but providing the most offensive stats of any weapon type. Typically slowest of all weapon types.
  • Bow: Arrows will target the nearest enemy closest to the attacker. All bows are able to perform charged attacks which allow their user to aim and shoot a stronger attack that deals bonus damage based on charge time. Characters must reload their bows. This reload time is based on a character's Atk Spd.
  • Gun: Guns will target the nearest enemy closest to the attacker. All guns have a unique shooting range, type and speed. Some guns allow their users to perform charged shots.
  • Dagger: Daggers are hybrid weapon type. Daggers have a dash range which makes their users dash towards the nearest enemy and perform melee attacks. If no enemies are within dash range, daggers perform ranged attacks. Daggers deal bonus damage when attack enemies from behind.
  • Magic: Magic users have modified attacks that deal Magic Damage. The element of these attacks is based on the character's class. All Magic Weapons teach a spell that can be learned by continuously using said weapon. Reserved for mages. 
    • Staves: Typically teach a supportive spell and grant lower offensive stats. Reserved for healers.
    • Fire Ring: An offshoot of a regular tome, exclusive to Fire Ring Magnus.



Classes

Each character is assigned a specific class, which determines which weapons they are able to use and their equip limit. Classes have three tiers:

  • Beginner Classes: Most characters start as one of these classes. Weakest type of classes. Can be promoted to an advanced class when certain requirements are met.
  • Advanced Classes: Some characters may start as one of these classes. Stronger than a beginner class. Can be promoted to a seggr class when certain requirements are met.
  • Seggr Classes: Few characters start as one of these classes. Strongest type of class. Cannot be promoted further. Some classes do not have Advanced or Beginner versions and merely start as Seggr classes.

When a character reaches a certain level with a class, they learn class skills which can later be equipped. Up to 5 class skills may be equipped at a time, with some being non removable.

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